#avatar-optimization
1 messages · Page 57 of 1
Nevermind, it support .vrm
I'm gonna make it
My computer is dying
Hm, I should blender only the .vrm right?
@buoyant holly Sorry for the ping but, "bake" is mentioned, but where can I download it ? o0
Trying to find it but, i'm maybe blind?
You are gonna kill me man but
I have the cats things, here:
But not the "bake" things, like the link you dropped to me
You need to be on the dev version for that
(until the release which is like... this week, some time)
@urban fable
There's a button that grabs the dev version in... I think the settings
Oh, thanks !
Yeah ok, It's not gonna be easy :DDD
Why cant just thing work like, wow xD
weird
https://github.com/GiveMeAllYourCats/cats-blender-plugin/tree/development < if you go to 'Code' -> 'Download Zip' it's the same thing, just have to install it and make sure it doesn't conflict with the existing one
OK IT WORK
Hm
unless
Ok nvm found it, how great is google today
Mayber, after 7 hours of tryharding, everything will work
Same problem with eyes, why is life so sad :(, oh wait, he said that I have to cut them before, hm, but how
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Thanks !
Oh my, i'm gonna become a 3d engineer soon
But uh
I have to cut those things?
Yeah. So, in 2d, you can draw like, the actual shape of the eyelashes you want. Then you knife project them from that view, and blender uses it to 'cut' the underlying peices, making them actual geometry
then you just delete the bits you no longer want
Uh
I understand what you are explaining but, hm
I need to remove those things right?
But wont be my character without eyeleashes? xD
(I'm sorry, i'm totally new with those things ><)
Say I have this plane (like your eyelashes) and this little line I've scribbled (protip, select a vert and ctrl+rightclick to extrude it instantly, so you can draw stuff quick)
Once you've got that, you can click the line, then shift-click the plane, switch to Edit mode and use Knife Project
Result, projecting from above
Then you just delete the bit you don't want
make sure they're different objects tho
And I think in blender, as long as the alpha channel is hooked up, you'll need to set Alpha Mode (in object properties) to Clip to see it properly
like this
lmk if I've lost you x3
HHHHHHM
my brain is melting
There is like one thing I dont understand
My eyeslashes are black, because of the transparency, right?
So, if i like cut the transparency (Which i dont know how to recognize 0o), what will happen to the face of my avatar?
(if you dont have time its ok, guess i'm just give up at this point Damn)
uhhh, you'll probably wanna separate the eyelash peices into a second object first, cut them, then join them back (select eyelashes, then body, Ctrl+J)
I'm re-baking versions of my avatar which means pressing a button and waiting, I got time x3
probably scroll up a bit? Should jsut be called 'settings'
Right above the two MMD thingies
Uh cant get far than this
uhhh
Thanks, hope i'm not too much bothering you ><
Uh, I'll try
well that's... new to me. Try selecting other materials?
Uh, material ?
Those're vertex groups in the vertices panel, I mean in the material panel (the little red ball)
yeah, found those
Any settings for those? I wonder if it's a weird import thing
Idk if that'd make a difference but worth a shot?
mh, idk then
Yeah its w.e, it's 6:18AM here
Need to sleep
Thanks for your help @normal nova
( @buoyant holly and also @loud frost, sorry for being a nooby :( )
Have a great day !
Yeah, sorry it was a struggle x3 if it's any consolation, uploading a quest version of any kind will be better than a robot
anyone have a go to guide / video for atlasing? I have some stuff I wanna use for VR but it's just wayyyy too many materials.
Use the cats blender plug-in, it has an auto-atlaser
This tutorial will teach you how to use the Material Combiner and Cat's for Atlasing. It will also go over in Unity creating a color mask for specific areas of the texture.
https://www.twitch.tv/kareeda
https://www.patreon.com/Kareeda
https://twitter.com/TheKareeda
Join My Community Discord @ http://discord.vrealchat.com/
don't use the same shader as in the video though, very outdated
ty!
Anyone able to explain why this has suddenly snuck into my avatar build even tho im not useing anything standard unity assets ?
Is 150fps alone on home world a good optimization?
(i was in front of a mirror to add that on top)
How to check avatar file size without upload
beautiful
what are some good quest compatible shaders ?
@heady smelt XSToon, Silent's shaders, poiyomi's toon, UTS2
You should use it for your avatar.
is poiyomi toon quest compatible ? @unkempt fog
Oculus quest can use only VRChat/mobile shader
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page.Although the ...
ahh okay i will use VRChat/Mobile/Toon Lit then i guess
thank you
so this should be good with that shader?
@unkempt fog
perfect
alrightyy thank you
how does the distance to object in dynamic bone affect the performance
hold on. can you use animation to change the dynamic bone value?
no
you can turn it off/on
no
you can add properties but it breaks down
dammit
i wanted to alter dynamic bone depending on the speed
if i move quickly i wanted my tail to stay close behind me
but when i am stationary i wanted to be able to push my tails with my hands
and make them stay where i pushe them to
turn off your collider when over x velocity
not that way
stiffness 0
but when i move with stiffness 0 i get a effect of snake tail
that is not what i desire
so stiffness must be .1
but when i stand still i want to push my tail a bit away and have it stay
or move the tail up and down making it still stay
that require stifness 0
Unless something was changed recently I don't think those dynamic bone values can be changed at runtime in VRChat.
they can't saddly
although there seem to be some preparation to allow life chang in the script it self
since properties can be pulled and implemented
but the script does not update the setting life during the game
it just loads in what is.... hold on
they can be changed!!
There is a way!
In Unity or VRChat?
Oh, yeah you can. But I recall it not working in VRChat, that's why I mentioned unless something was changed recently.
so i am gonna compile it and test it in unity
if it works
i found a way to get dynamic bones to change value in game
alright i will test it and send feed back as soon as i can
aight
damm
it doesn't
the animation seem not to be active
wait
nvm
my sdk is old
that's why it is broken
i feel dumb
🤔
You can however animate the dynamic bone script on and off
So if you have multiple dynamic bone components that effect the same chain of bones, with different settings, you can toggle between them
is there a way to adjust the hight of name plates
i get a constant issue where my name plate is way higher then i want it to be
How hard would it be to optimize an avatar with 250k polygons? 🤔
depends if its rigged, or textured... orrr if you don't mind it becoming tris instead of quads
Depends on what the polys are on
Mhm
theres multiple blender plugins that can optimize it
Would it be possible to bring it down to quest compatible level without completely destroying the look of it

That may be asking a lot
theres a paid plugin that CAN do that
look would go down
but 1. its paid and 2. you'd have to rig it again
don't use paid plugins when cats is free
not quite worth it
if it has toggles, it'll most likely need to be redone for quest regardless
Mhm
its ok for the poly count to be a little higher if you have proper 3.0 toggles that toggle the mesh renderer itself
Rough
as then you're not adding any lag
Mobile platform 
Does model fbx file size affect performance? it has a 50k poly count and 7 materials but the size of the file increased after i exported it
it does not have alot of bones or unused bones either
Bloated file size can be caused by corrupted blendshapes so you can check them for that. Otherwise, file size doesn't really effect performance, but will cause a greater hitch when loaded in and take longer to load.
hmm ok
some shaders can also increase file size
You can usually drop a model down to about a fourth of tris without visually differing too much. Even more if it was already way more complex than it needed to be.
However you’ll need to actually optimize it yourself, instead of just decimating it, if you want good results
And if the model was already super optimized and still over the quest limits there’s not much you can do
If the toggles are just different shape keys, the bake changes preserve shape keys now
https://github.com/GiveMeAllYourCats/cats-blender-plugin/wiki/Bake < here's a more detailed overview of the bake thingything, it's in the dev version of cats for now
https://raw.githubusercontent.com/wiki/GiveMeAllYourCats/cats-blender-plugin/images/bake-scene.png some results of baking my obscenely complicated node setup @34k polys down to 5k polys, one material, one mesh
Note: it also has presets for making Desktop avatars, and works with any PBR shader (standard, rero, etc) or anything that uses subsets of it (toon shaders)
... okay so how exactly do i make an avatar both pc and quest compatible? Ive made a low poly model for quest, uploaded it, then copied its ID and pasted it into the pc versions pipeline manager. It says on vr chat that its compatible for both, but all quest users I've met say they cant see it. is there something i'm missing??? The only thing I can think of is i have 2 separate models in the same project because I needed to copy and paste the lipsync and stuff onto the low-poly model. maybe having 2 conflict in some way? idk
what do they say when they cant see it? does it show one of the default avatars with the avatar thumbnail on the chest. or does it say perf blocked on the chest. if its the second one then your avatar is very poor and will be blocked by default.

Ensure you have Android Build Support enabled
if you're certain you do, make a copy of the project, then open up the vrc sdk window, and you should see an option for Switch Build Target to Android
https://i.imgur.com/2ZWzriB.png
click that and give it a few minutes, then resolve any issues - in my case, that'd be shaders
build and upload it, and it should be available for quest
or, actually, ignore me, because I didn't pay attention to what you've done >_>
What was it rated when you uploaded it for quest?
Also on the avatar selection screen in game, is both the green and blue circles lit up?
also quest can't have avatars over 10MB in download size, adding less props for quest is recommended and removing assets in unity that are not being used for the quest version like shaders in the asset folder
why would they be packed with the avatar if they're unused
yeah they shouldnt be packed
afaik the only things that get packed are everything immediately connected to the model that the descriptor is on. and its dependencies.
worlds include everything in the hierarchy. (although im not 100% sure about that one)
it builds a bundle
basically just create a prefab out of your avatar and right click export it
should basically be that except scripts
It is excellent quality
Interesting. The only other possibility is that it’s over the 10mb limit so it will never be rendered. For whatever reason the rating system ignores file size
Hm, alright I’ll check the file size and see if that’s the problem
If it is, textures are usually the issue pushing it over. Or lack of legacy blend shapes
How can I fix that? Like how can I make the textures optimized or whatever
Generally for textures, just make sure they're all 1024x1024
Or if you don't wanna change the texture size, enable crunch compression on them
Unity has built-in scaling if you change the 'max image size' slider
any tutorials out there for optimizing pc avatars to quest out there?
that go into decimation, atlasing, shape key preservation, script removal, dynamic bone removal, fbx import and export and preserve prefab etc
half the things you listed take place of two different softwares
Try this for the first part
the other part you can do manually or use Pumkin's tool
cool thanks
why does my prefab have textures nicely applied but my fbx doesn't
does just the quest version of an avatar need to be below 10mb or does the pc version have to be as well
just the quest
Your fbx did not have the materials applied and the prefab variant added them. Avoid this because the original blank materials are still being downloaded
hm, that's a point actually
My script exports a model with a single material applied, but expects you to create a new material before uploading (cause the fbx import doesn't get all passes)
Probably just wanna have an empty material slot instead? So the materials don't get packed in
Or.. suppose I could just disable the material export option :v
Yep, that did it
Currently my model on Desktop only takes up 8MB download size, but it could always be smaller...
Disabling Material import is the same as remapping them in my experience
Both avoid packing in useless materials
I just go overkill, I remap them and then also disable import when done, which for some reason keeps the FBX as defaulting to my custom materials even when dragging in a new instance of the FBX
(And makes the thumbnail image on the FBX look nice)
Yeah, avoiding having it on export in the first place would also solve that (and not rely on user interaction) so I'll do that for the bake panel
Can you think of anything else that tends to get packed in that's not generally used?
(since with the bake panel it'll apply to anything that comes out of it, it's worth getting it right)
@amber hemlock I'm not sure if that's something that's been fixed, but turning off import materials (and I definitely had a default material attached) had no impact on the file size
Never optimizing/making a quest version 🤢
Optimizing cause it's just a single button press now 
(though yeah, if you have the time/skills, making a quest version manually and hand-indexing your materials will be generally higher quality, I'm just trying to get it as close as possible)
not sure if this is the right place but whats Cats? like can somebody give me a run down of what it does and if i should get it?
nvm i think i got it
well wait how exactly do you add the plugin in
you can google how to install a blender addon 😏
it shows as a folder and i gotta choose between some things inside
Unity question here:
Say you have two material slots because you want to use a sprite mask on an area when clothes are turned on. Is that counting as two materials when you have both slots occupied by the same material or does it act as normal? I don't want to accidentally create a monster that's using 5x as many draw calls as it needs to
If they're the same material why would you need two slots?
ok so i am trying to optimize my avatar's horns to follow the head when i use a dance, and I found a code but i need help understanding it
A code ?
yeah a computer code aka a script
can't use scripts in vrchat
oh
why aren't your horns attached to the head
they are they just wont stay attached when I play an animations like they just float
What the fuck
I know right!? its only when the animation is playing they break of and float
The whole thing is fucked up
Why do you have three armatures
Why do you have three meshes named Body
....
Why do you have multiple horns
ok so the horns are actually two different horns with different armatures and bodies
Well, remove everything that came with the horns then
Why? (im not kinding Im seriously wondering why)
like you want me to remove the horns horns or the armatures and their bodies
how do I wait....
Remove the armatures and the body meshes they came with first
the horns disappear when the armatures get removed though
Then drop the two horn meshes inside the head bone of the first armature at the top
-3- thats the actual model
take it back to blender
Unity can only do so much
yeah but blender is wierd
won't be able to get a good result in unity
your other meshes are attached to your hip bone
wait your saying to put the horns on the hip bone?
Yeah idk who made that but it's pretty much a frankenstein mess
Don't expect anything to work
no, they're attached to it by default if they aren't attached to anything else
but you can't properly attach stuff in unity, unless you know what you're doing
and even then it's unlikely to work well
take it to blender, attaching stuff like that isn't hard
how though
what file does blender use
Fbx
follow a tutorial, any recent one should do
tnx
Your browser probably automatically extracted the zip file that you downloaded. You need to keep it as a zip and install that zip in Blender
Anyone know how to combine mesh?
In blender it’s control J
In unity there’s a paid plugin to do it.. but just do it in blender it’s free
@amber hemlock i dont need that any more :P also you can just put the meshes not connected to something in the thing they would make most sense and they would follow you
Like I said that is unoptimized
https://github.com/GiveMeAllYourCats/cats-blender-plugin/releases/tag/0.18.0 it's readyyyyyyyyy
Don't have a quest model? Model isn't optimized on desktop?
- load your model up in blender
- click 'autodetect'
- click 'bake'
Now you do!
Note that having your models quest-ready is probably gonna be a big deal in a week (christmas), cause of the inevitable influx of new Quest users
when i add a picture to make it a texture it turns it into a paper file
when i add a picture to make it a texture it turns it into a paper file
how do i fix this
what's the file format
Is there any downside or issue if i put 100 animations in my avatar.
As in 3.0 custom expression animaitions
Only file size, i'd imagine
Since they aren't all playing at the same time there should be no issue
hey i am stuck on my avatar creation and dont know how to continue can someone help me? would stream where i am how far i am and what i am doing i am currently trying to learn it
Is there anyway for your particles to be destroyed on contact with a wall without your performance going into medium?
so im having trouble uploading my model and i know nothing about unity
my man is dark, and i think hes a bit too big
Look in the top right. In the Transform box it says under scale "100 - 100 - 100"
That means your avatar is scaled up 100 times in all dimensions.
Try changing it to 1 - 1 - 1
ok so ive been doing some shuffling about and now im here
But from what I see there's a lot more problems with it that I'm not proficient enough to fully help you with. Have you tried following a youtube tutorial?
Particularly the shader error message, its a quest specific thing and I dont have a quest. 😦
i have but this is quite literally my first time using unity
her is my current predicament
I know the feeling. I've been pulling my hair out over this stuff for the past week. 😄
everything is good except the bones
which it has all the bones but they arent specified
I think you forgot to generate the rig VRChat needs.
thing is im sure this has bones
In your toon link folder, click on the grey image of toon link.
That should be your model.
And the window on the left should show 4 tabs, one of them being "rig".
ok
Can you click on "configure"?
yes
That is actually looking good.
Have you been in that menu already?
no
Click on "done" and see if the bone error is still there.
Because that rig looks fine.
yeah its still there
O_o But the bones its asking for are right there. Otherwise that puppet would show red parts.
it might be the animator im using?
Might.
The only difference I see in my animator box it says "cull update transforms" next to culling mode. But i have no idea what that does to be honest.
That goes beyond my experience unfortunately. 😦
oof
I've been mostly following tutorials so far. Thats why im confused that it would give you bone errors when the bone mapping shows all green.
ill have to start watching tutorials then
Sorry I cant help more. Im still figuring all this stuff out myself. 😄
idk if this comes into avatar optimization or not, but i would like to ask to the ones that could know how to fix this messy Nanachi hair. i have tried a lot and i just keep breaking it little by little and i have spend 2 days trying to fix that old model :c
@calm spade it is a Nanachi hair, from the very old 2017-2018 model (not Lexicon V4), and as you can see it is just a mess of polygons, overlaped faces, vertex everywhere
it is a really messy avatar and i have so many feelings to it, that's why im trying to fix it u . u
@calm spade yeah, but as you can see in the first picture it is a full mess of polygons u w u, do you know how to fix it properly?
try pressing L on one of the vertices and delete the selection
doesn't do anything :c
Can you show what's left after doing that ?
do you have free time? im really noob so i think i could screenshare
Not at the moment sorry, but basically you just have to find the copy of the mesh, and remove it
Is it 100mb in vrchat or unity ?
So there's really no way to have particle collision without the performance going up to Medium?
Anyone knows how to delete what I want to delete the area in Blender? I try to find some tutorial but no one teach that
look at how to select stuff
Just so you know... that’s a hat. It’s a beast’s head and a mane, he’s wearing it as a hat.
the thing is trying to discuss about something? xD
not everyone have seeing the anime, neither reading the manga nor watched the movie.
it is easier to explain to most of the people that "it is hair" to reference to it.
using for more than 2 years that old model and the amount of people referencing to it as hair agree with me.
but yeah, you are right, but aporting that kind of info doesn't help me trying to fix what im asking int his channel.
Lol sorry
you have to install the androidplayer plugin
you should be able to find it in buildsettings under edit
alr thanks
ok but like
im literally using the shaders in the mobile pack
someone please explain
I think lightmapped might be the exception?
well either its the overall performance: very poor
or the lightmapped that wont let me publish it
It's usually the shader, I think you can publish with very poor
What're you trying to use it for? Like, unlit everything?
wait thats what lightmapped does
From what I remember yeah
o h
What're you trying to do?
just trying to make an avatar i made for pc work on my quest
ah, just do Standard Lite or Diffuse then
alr thanks
Uhh, restart unity I think? I think I've seen that before but I can't remember what I did about it
hm
oh, apparently that occurs if something else earlier in the build failed. Is anything else wrong?
NOT REALLY
not really*
oops
this is the console after i restarted unity
and pressed build and publish
Unpack the prefab and remove the scripts ?
Yeah probably need to remove the missing script refences. If i had to guess, it's for dynamic bones
(which aren't on quest anyway)
I know the standard most people use is .fbx but ive seen a few models as .avatar, is there a known way how to change the model from .fbx to .avatar?
how many meshes do you have?
if you don't know already, even if two meshes share the same material it still counts as two material slots instead of one
but if they share a material you might as well join the meshes
Make sure you aren’t using “Keep Quads” in unity. This will double your material count.
It also doesn’t work, VRChat will triangulate anyway.
It’s ok to import quads, just don’t check “keep quads” when inspecting the fbx
If that’s not the issue, make sure the material count number in unity is not in bold (overwritten) - if it is, right click the bold number and pick revert
Bold values are set by unity and no not coming from the file
wait wrong channel oops
right
merry christmas!
i don't think you can avoid that
each renderer will have at least one material
because keep in mind you're counting material slots not materials
How do I get rid of the free space in my atlas textures? (Repost due to image missing a layer)
Manually move the UVs and textures
I'll try that, thanks 🙂
is the new bake feature in cats still worse than doing it manually?
like does it still make you use 4k textures in unity or its blurry, cause i know the normal cats atlas did that
its always going to be worse than doing it manually, thats the tradeoff for automatic tools
im currently toying with it rn and having okay results, there's something up with my model that isn't playing nice with the decimation. im probably going to have to settle on poor (on quest) for now, just because going any lower than 10k makes the avatar unusuable right now
does it do the thing cats atlas did where 70% of the atlas is just transparent?
yeah if you use the reprojection method
i created the uv myself using the smart uv function instead
for some reason cat's atlas function just has huge island margins
heres my result from the baking function though, left is about ~17k and the right is 9999 which is barely enough to get into the poor ranking on quest
i couldnt include the normal maps because the face got decimated so much it gave it more artifacts than it was helping anywhere else. there is a 0.25 ao applied though which works really well
also the shoelaces are supposed to be there, but i keep forgetting to fix the normals on them. the hair is also isn't subdivided on the quest version too, which shaves off like ~1k tris
So unfortunately, when baking we have to rely on blender's built-in island packing, which considers all islands squares
If you buy UVPackMaster2 Pro though, the bake function utilizes it for super packed maps
like so
It's $30 tho
what other features does uvpackmaster2 have? i don't know how to optimize blender's built-in smart uv to increase the size of the face for example over everything else
because right now, the face is taking up so little uv space and the legs is like 30% of it lol
Well, bake does that for you
it didn't have a (noticeable) effect for me unfortunately D: even when i made sure my bone was named correctly
but im also interested in doing it outside of cats too
odd, probably another bug
As part of the script, it:
- averages all islands based on how large they are (blender function)
- selects all geometry belonging to the face/head/etc
- scales it up in UV space by whatever factor (which causes it to break away as new islands where neccesary)
- re-packs everything using Blender's built in UV pack function
then if uvp2 is installed, runs the pack function 10x
hmm it might be because my hair is also tied to the head vertex group, it might be eating up the space
i really have to look at the cats uv again to see though, right now im sticking to the uv i generated
i should probably get to filing all these small bugs i found through the github though 😄 theres just little things ive found
quite possibly, my hair does that too
(which is still okay imo)
yeah, please do :3
and im looking at some of this stuff, i might be able to even write a couple of prs
That would be a big help
one of the small ones is finding the head and eye bones, it's case sensitive for some reason
but its just like three functions, so i'll do it 😄
oh
if prioritize_face and "Head" in arm_copy.data.bones:
selected_group_names = ["Head"]
selected_group_names.extend([bone.name for bone in arm_copy.data.bones["Head"].children_recursive])
cough
even worse, its duplicated here:
if armature is None or "Head" not in armature.data.bones:
row = col.row(align=True)
row.separator()
row.label(text=t('BakePanel.noheadfound'), icon="INFO")```
never even crossed my mind x3
Well, that's expected
The UI matches the behaviour, which is a good thing, but both should be corrected :P
one thing, we sample normals 128x when doing world-bake, then when re-baking to tangent we also sample 128x, which causes veeery slight color variation vs just sampling 1x the second time
But when I switch the second sampling to 1x it's more prone to artifacts, so I think it'll have to stay as-is for now
ahh hmm
may be an option later
I intend to add an 'option level' enum from basic to advanced that exposes all that stuff
oooh that would be very nice
by the way how can i add the addon to blender without causing a mess :-p i only worked with single file blender addons
i dont think i can point it to just the folder, i think i tried that already
nvm i can just symlink in there
How do you guys are able to keep the file size under 10mb? On my project, the texture of my normal map is twice that size... am i missing something? I'm using .png but going to .jpeg totally destroy the quality because of the compression. And i can't go under 2k texture without everything looking super pixelized. How do you guys do?
Stick with PNG, unity turns it to GPU textures when uploading
And... yeah, 1k textures are important for Quest
okay pr submitted 😄
Guys, what’s the polygon limit for VRChat avatars? I’m seeing some say 10k, some 20k, and other people say as high as 80k. Is there any official consensus?
10k for Quest, 70k for PC
what's the easiest way to remove bones from a model?
thank you8
Thanks @heady smelt
Hey anyone who knows anything about avatar optimization for blender to make a avatar cross platform without breaking their face and eyes key maps thing
I already have cats
Only thing is idk how to use the bake thing I’m trying to find away not to break shape keys
link I posted has documentation on how that works
I have the plug-in for cats and ik what poly count I need rain it doing it is my issue every time I’ve done it the shape keys break
Now I’m trying to figure out how to put the material on the fbx
Are you using the baking function or the blender decimate
and there's a button in the baking panel for the quest polygone count
@plucky vapor cats decimation preserves shape keys as of 0.18
Last time I used decimation I failed to preserve shape keys because when the model was uploaded the lip sync was turned off
help
any reason an optimized avatar of mine, 3mb in size, takes insanely long to export into Unity as opposed to my 7mb avatar?
as well as taking up to 5-10 minutes just to apply the humanoid rig, applying materials, etc...
remove the vrm components from your avatar, maybe the autofix button can help?
Eh theres alot of things wrong there, you converted a vroid in unity and its a mess after, always vroid>blender>unity , your pelvis is all sort of wrong
i managed to upload the pc version of the avatar, i've switched build mode to android to upload it with the same avatar id now the upload thing won twork
it just gets stuck on that
then it goes back to normal and brings up the community labs screen
is it broken or something
disable future proofing in settings
now it's saying no android support
alr
i click build & publish for android and it just shows a loading bar and refreshes the SDK, i cant get it to be supported for android
that just means the current avatar uploaded doesnt have an android version, as your upload failed
just republish it after disabling future proofing
alr, i'll switch to windows, republish without future proofing, go back to android and upload with the same ID
you dont need to republish for windows
oh.
i've just deleted the normal one i uploaded to upload this one
aaaaaand it doesnt work
i give up
alright i've been trying this for an hour, i give up on this shit
what the FUCK
i uploaded it with android now it's saying it's not supported for quest
i'm done with this shit
fuck this
bruh, you gotta wait for the info to be updated in the editor. VRC isn't to be blamed, when you've uploaded the Quest version it may take a while.
and not to mention that their server was having problems today
If an avatar I’m making has about 100k polygons, is that going to make me and other people lag out a lot?
not really but you will classified as a "very poor" performance avatar
As long as the performance is still high then I should be okay
yell, it's a lot for an avatar
@lapis parcel as long as you don't put an intentionally laggy shader on it there's no way it would lag anyone
Could someone send that rig hierarchy chart please
it's pinned in #avatar-rigging
oh
is there any way I can combine this material into a single large texture? As it stands now the whole thing is a single feather texture shared among the 22 feathers
What would you need to combine ?
I want to display an animation across the whole tail, but i cant do that because this is the texture for the whole material
I was wondering if instead of a single small texture shared among the whole tail, it could be one large texture to make animating easier
I know thats the literal opposite of optimization but i wasnt sure if i should ask here or 3d modeling
Can't you just duplicate the feather into your texture ?
Is there anyone here that could help me out with texture atlasing in blender? I have imported a character from vroid but something about the shader is causing the atlas to be black when baking and I can't figure it out.
So I was thinking to optimizing my avatar when I noticed that whenever I’m in Vrchat my avatar stands on the end of their toes, I thought maybe making them taller would fix it, however I’m not too sure if that would make it harder to optimize. Anyone who knows if that’s true or weather I should do that or not? Thanks.
My avatar says I have a whopping 86 material slots, but in actuality I have less. Why is this happening?
Second UV layer, make camera flat front angle, project UV from view, then bake diffuse from first UV to the second UV. However, repeating the UV space like it currently is is far more optimized. So this process would be unoptimizing it.
Multiple meshes means multiple draw calls. You should join meshes that do not need to be separate to avoid the draw calls
am asking how bad is it
its because of quest
if you wanna have animated texture you need to separate it in blender
Decently bad? Especially on quest. The details on performance ranking for VRC should give you a ballpark on what is expected for each platform. Optimization is usually death by a thousand cuts so one "bad" thing is hard to measure directly.
@golden steppe You could un assign toe bones in Unity, it won't stand on its toes then
Ok thanks
It makes a separate draw call. A draw call is scanning every pixel of the screen to paint something on it. When a model is all one mesh, it can do every material in a single pass. Otherwise it has to do multiple passes for a single frame... and you only have so much time to finish up the passes or the frame won’t be done in time and you get a dropped frame. Which lowers framerate.
This is especially bad in VR as vsych is always on - so if you miss a frame you are waiting around for the next one
Meaning you can be the cause of halving a framerate very easily
Yo I switched the lighting in unity for my avatar to toon lit and around the eyes and eyebrows there are these black squares! Any fix?
It sounds like you need a shader that supports transparency
Genuine question; a lot of game models when it comes down to hair normally have a ton of different materials which need to be layered in a specific order in a Fade style to look proper. Sometimes they're double sided, sometimes they're two different materials for each face.
Is it possible to optimize this without ruining the render order or cause Z-Fighting if you z-write? Or is this just something you can't optimize without losing out on hair quality? (Normally the alpha gets messed up leaving weird transparent parts or gaps)
You could do it all on one material with custom masks and conditional z writes but the usual method is to separate single and double sided into separate materials, as well as those that need partial transparency and those that can be solid/cutout.
In general, any shader that draws partial transparency will not (and should not) z-write
Although if you want to do things like eyes in back of but drawn over top of hair you’ll want a shader that manually lets you control stencil layers
Ideally you want to Z write as much of your model as possible, since that lets everything else have correct depth information for drawing the transparent bits
I did try combing the back faces together and front faces into two materials with z write intent originally but it caused some weird issues where the alpha should be rendering on top of what used to be other materials at certain angles
When all else fails make sure all of your transparent bits are the same material, since most shaders will handle it all in one pass
Which means you won’t have issues like z fighting
If you have a model that needs both partial (blended) transparency that needs to be single sided and partial transparency that needs to be double sided ... consider using single sided for everything and duplicating and reversing the triangles where doublesided is needed in blender
That gets them to one material and will avoid alpha glitches
Then all the triangles that don’t need the transparency at all or can be cutout.. make a second material and use a cutout shader instead
Referencing the same texture
Sorry if I suck at explaining things but yeah you can avoid pretty much all alpha glitches, at least with yourself
No problem, I appreciate the help. The model in question does need to use partial transparency for both the back and front faces since the developers decided to opt out of using a singular double sided material for two separate ones that handle the front and back respectively. The materials used to be all separate meshes which handled render order but since I combined them I've been trying to figure out workarounds to help with the render order as having...way more materials than I should kinda sucks.
I'll try out what you suggested
Thanks guys
Better than that would be 1x feather and 1x the hair strand and then just tile this texture.
is it a good practice to disable and enable DB components with animations to only use those who are necessary?
well it seems obvious so let me rephrase: I have an avatar with several outfits with their own skirt and bones, but it's too much work to weight all of the outfits individually into a common set of skirt bones, so is a good practice, as a workaround, to disable and enable individual DB components with toggle animations so this way people don't lag out?
dynamic bones still do the lag when the mesh they affect is disabled yes
but if the components are disabled they shouldn't
Does it make any difference if the texture itself isn't quadratic? (e.g. 1024x2048)
I don't think that matters at all
It shouldn't break anything, and it will save space
Unity will by default make all textures the nearest to the power of 2
And, as for mattering... It does, but, not a whooole lot.
Yes also it would eliminate the uncessary calculations of non-visible dynamic bones.
It should not as long as your UV map is correctly set.
ty
i mean think of it this way, when you generate an atlas texture, usually the UV maps are properly configured right? then why cant u do the same somehow?
okay thanks!
I need something added to my avatar
And I don't know how to do it so can someone do it for me
yes sir, depends what you want to be added. DM me the details and I will see what I can do for you.
I have a few meshes that are layered exactly on top of each other (transparent stockings covering a leg) is there a way for me to give them priority or something? They randomly swap between which one is visible in unity
That is known as Z fighting @coarse valley
Not really a solution other than making the stockings slightly bigger.
thats a plausible workaround or they can just draw the parts that overlaps onto the other texture
Can anyone teach me how to sculpt working in 2.9? I saw the tutorials but i click the left click it doesn't work
i thought Shrinkwrap Modifier was my savior but it just made it worse lol
Is that possible export prefab to fbx ,and blender can use? I search some tools but blender cannot open
shrinkwrap has a slider to add distance
why do i get this
Because you use shaders with lots of keywords
Would be different though if vrchat didn't force all the variants to compile
Well used keywords are great for better performance
Once poiyomi 7 goes public though there's gonna be virtually no keywords anymore because of the shader optimizer that's run before uploading
That generates a new optimized shader file based on the settings you have set on the material so keywords aren't needed for the final material anymore
2019 🙏
yeah i fiddled with shrink wrap but it butchered weight painting. Ill just copy the body weight paints to the clothes
Use both! Shrink wrap the clothes to the mesh and apply it as a shapekey. With the shrinkwrap shapekey active move the clothes verts around where youd like them to move with the mesh than data transfer! If the verts line up with the mesh use nearest vertex data otherwise use nearest face interp. Than delete the shrinkwrap shapekey. done!
How can I combine materials to make one? I am trying to optimize an avatar for quest but I have too many materials and it’s making it poor quality
you have to atlas the textures, you can use cats in blender to do it or you can do it manually
What has a larger negative impact on performance... fewer materials with very large textures or more materials with smaller textures? I have several parts with 4k textures. I can atlas them to reduce material slots but the atlases will use 8k textures then. (I know I could drop the resolution of the textures in Photoshop, but I'm interested in the answer to this question assuming no image downsizing)
more materials
texture size only impacts avatar size to download and how much vram the client computer needs
and memory bandwidth but i dont think anyone playing vrchat is gonna have that gimped by some wolfboy avatars
What if I don’t combine the materials? Because I can’t customize the shader 1 by 1
well if its just 1 avatar its not an issue. the problem is when multiple people have like 20 mats on them then it adds up to like 200 in a public world
and if youre using a shader like poiyomi then you can have the clothes, skin, and facial effects be their own atlas then use photshop to black out the parts of the textures you dont want affected by special effects
Thanks the info , sounds that combine the mats is a good choice for everyone in public world
You can use masks/maps to accomplish the same thing with atlased textures in a lot of cases. Poiyomi has Matcap 1 and Matcap 2, Specular 1 and Specular 2 for example. So you could create a simple black/white mask to apply Matcap 1 and Specular 1 to one of the atlased textures and Matcap 2 and Specular 2 to another.
Thanks 🙂
I would try this when I combine the mats
By the way ,where can i find my mats ? i combine the png but atlas doesn't create a mat ?
No mat i can't modify fbx shader
They should get embedded onto the avatar.
I go to find thanks
Also, In unity you should extract the materials.
So I'm kind of new to vrchat, how bad is it to use an avatar that is labeled "original: poor"?
not that bad
that moment when your avatar is like 10.5 MB and therefore unable to upload to quest...
rip
i fixed it but i mean, come on
Any idea how to reduce this number more? Been trying to solve this all day and I feel like my avatar is so bare bones now that theres nothing else I can merge or decimate. Should I just delete the face and put a mask on it or something?
Have you tried using the new smart decimate function in CATS on the entire avatar, with the target set to 10k tris? It does a surprisingly good job of preserving detail where needed for an automatic tool.
I have yea. It ruins the face which is why im wondering if I should just delete the whole thing.
If you hit the 10 mb on a quest avatar. That bad news. The only reason you should come near is almost none
@heady talon your hair looks super complex. Decimation works better for hair if you boolean union all of it together first
is that because it removes all of the unneeded bits of hair at the intersections
would this be the right place for CATS questions?
if so, ive been having some issues with combining RGB materials into an atlas
combining them between objects doesnt work, but that may just be a limitation of the tool
I've tried merging the materials through combine similar and atlas on a single object, and it either removes all mats on the mesh or merges them all into one solid one
@glad beacon i can help u.
oh?
Ill see if me changing the hair is going to help
2 days and 1 night of continuous work and now its finally under 10 k. Gonna publish it and see what it looks like. Worst case scenario its ruined thanks to the amount of stuff its missing but ill figure that out at some point. 😄 I figured out how to save the face btw but if im ever going to get it to 5 k im going to cry. I have no idea how some people are able to make their mmd models to look good when mine looks so bare boned now and worst of all mine is on poor...
HELLO i need help with the avatar polygons in unity i want to reduce them in unity but i dont know how i tried many methods but im still stuck with this problem
Use Blender?
ik but i already build my avatar in unity and i dont know how i can export it back to blender
you gotta remember quest is just a cellphone with a headset embedded, it's never gonna be able to look as good as in pc
(but yea it's true that some things can look surprisingly a lot better than you would expect)
i am aware. it just makes no sense that others are able to make cool mmd avatars for quest even with the 10k poly count
does changing the mesh compression affect the overall appearance of an avatar? like, at all?
Mesh compression deletes verts based on angle, it should not be used on skinned meshes at all
Ill get there eventually. Currently its on 9305 so thats something. Its interesting how much ive learnt simply by being the messenger between two people.
I assumed people can see you if your avatar is better than very poor? Is that not the case?
Actually I can't remember which end of the range matters
The sdk says that very poor avatars are blocked by default but the user is able to unblock them. It doesnt say anything about poor though.
I believe it's only medium avatars and above that are shown
I think I read it in a doc
Plus it's the lowest you can go on pc too, (before users can auto hide with safety) so it makes sense.
Well in that case I really need to figure out what to get rid of.
Edge dissolve
Do you have a picture of that avatar in wireframe? Or with a wireframe overlay
What part of it would you like to see?
Just a picture from the front
You can try decimating it more?
True
Do you have the original model?
But I dunno. Kinda at a point now that its only the joints and face that are not bare bones...
If is the original not decimated like that
I mean since its an mmd its not that difficult to remake. Sure about 3 days worth of work would go to waste but 🤷♀️
If you had the original you could easily edge dissolve and have better looking results with more control
Tell me more about this edge dissolve thing.
You select an edge, press X and dissolve edges
Im seriously just learning from bits and pieces of info that I hear as im a messenger between two people. Everything else is just trial and error.
What are the odds that this is literally what I was wondering how to do like 15 minutes ago when I saw I had some edges I didnt like but when deleting them it deletes the entire face.
You select the edges, then just disolve them, it will kinda merge them into their neighbors
The texture will be unaffected, the shape will be almost the same
Like this? Then I just need to move the remaining lines straight?
Not gonna work with a model like that
Why not? 🙃
It will probably break
It's decimated like that, very unpredictable
Again it's best to dissolve the original
Or just accept the low ranking
That means its a challenge that im going to overcome 🙃 Im most likely going to do what you told me to do but im not turning down this challenge that I now set myself. XD Gonna save this as the experimental version and redo everything I did so far.
You can probably get away with auto-decimation if you're just trying to make a quest port. Perfect is the enemy of good, etc
How hard is it to optimize a pc avatar for quest usage?
I have no experience in 3D modeling software and I wanted to know if i would be able to follow a guide on it, or if I should find someone who has experience with avatars and ask them if they can do it
I can tell you that ive spent a bit over 3 days so far on this and I have barely taken any breaks. Im literally doing this while listening to my school stuff in the background. 😛
Had a few headaches aswell so youre going to need a lot of thinking power XD
Since you mentioned that you have no experience on this id recommend first learning how to do stuff with the pc avatars and then after learning the basics you could try to do the quest thing but seriously the poly limit is killing me so if youre easily stressed DONT DO THIS.
I mean its fine the way it is right now and im actually proud of myself for being able to make it poor from very poor but I kinda want to try to get it to medium just because. It already serves its purpose since I have some quest friends and finally theyre able to see me as me but I still want to push myself to try to do better.
If I understood correct you want me to do this the upper left way instead of the lower right way. Wouldnt that still end up leaving more polygons than the way im doing it with the experimental version? I basically did the whole body with my way first and that got rid of around 300 polys so im wondering how the cleaner way is going to reduce them more. Do I decimate the upper left one after doing the edge dissolve to reduce the amount?
@heady talon basically, blenders decimate function does a selective edge collapse, so it'll pick the edges which affect the shape the least
So starting off with the original gives it more flexibility
is there a faster way for me to combine faces like these as a batch instead of manually going through all of them and pressing F?
Tris to Quads
thx
Edge dissolve as much as possible, try dissolving the knees and elbows a bit, 3 loops is like the minimum for a decent bend, dissolve areas that don't bend or give needed roundness to the model. You probably have a lot of edges you can dissolve on the head, so do that too, try dissolving even more of the back and sides of the head since you stare at people's faces, not the back of their head that's hidden underneath hair. You should be able to dissolve your way down to 7.5k, the minimum auto shown rank or more without needing decimation
If i found a model ingame and saved it but i want to do some optimizations to it. is there any way to take it out of the game into an obj or some other type of file to work on it?
Other than asking the creator of it for the files, No. At least not without breaking ToS
i thought as much dang. thanks for the response though!
is there a way to find the original creator just from the model info
There should be a option to show avatar author but this is only visible if you click on somebody else who is using the avatar
If you're using the avatar there is no option to show this iirc
What if I change the scene ‘s lighting of blender and export Fbx in unity ? Would more bright ?
im trying to upload a quest avatar, but when i open it in vrchat, its crushed into the ground. This has happened to 2 different avatars ive tried to upload. Any solutions?
no, it's all unity
except shader , change the scene environment lighting would effective in VRC?
light depends on the world
so it's only shader settings that can change how bright it is
there's a few other things that can cause it to look wrong like bad normals, but I don't know much about that
Enough , I give up some world cuz i can't do the mask to add the shader makes avatar always have light
you should ask in the discord of the shader
Hey how do I give a model it's emission texture in blender? I want to bake it while keeping emissions
Drop the emission texture in the emission slot
oh in blender
You'd have to create a texture node and plug it into emission
Alright I'm gonna hope it's simple enough I can just figure it out even though I've barely messed with nodes
Thanks
Think I found a simpler option
Use Principled BSDF
that's the default shader yeah
I feel I can see why, it seems like a good shader
First time using CATS plugin, Texture Atlas isn't going so well... combines my 8 materials down to one but doesn't appear to be wrapped properly:
If I click "Save Atlas to.." that's what it immediately does.
check your uvs before hand
Unfortunately I'm a total Blender newbie. I know there is a UV Editing tab, but unsure what I'm checking for in Blender?
I appear to have UVs
I think I know the actual issue... when I click "Save Atlas to.." it doesn't give me a save dialog. It should do that right?
Does anyone have any male hair for avatar?
@heady smelt wrong channel
Which channel then
I'd go with any of the ones under general
Is it possible to use Nara's Dynamic bone tool with avatar 3 avatars?
Also yeah OhGeezCmon it should give a save dialog
Once you've chosen the path to the save it shouldn't ask you again i think
It asks me every time
Yeah I think it's broken in 2.83+ or something
I'm actually in the process of manually atlassing right now
This is a fun lesson, and slow as hell! 🙂
@nova hornet What version of blender + CATS are you using?
I'm having the same issue; I'm new to this too
@fiery mural Trying to follow this tutorial but it's going slowly... https://www.youtube.com/watch?v=MH7Xdol5erw
Continuing the guide to baking we are baking out lots of textures from multiple objects onto one texture map, sometimes known as a texture atlas.
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Having issues
Figured out 2 textures... I can help you out if you need it
I'd love the solution you found, because I'm using newest version of Blender as well and it wouldn't show me the save Atlas dialogue even once.
@covert gulch same boat, I never was able to figure out the issue, I suspect that material add-on for CATS is broken in 2.8 and up but my model was a gltf format so only 2.8+ can import.
I ended up doing it manually and got the results that I needed.
Use that video above as a tutorial and it'll work. In my case I only had one object (I'd already combined the meshes) but the approach is the same.
Let me know if you have specific issues and I can try and walk you through them
I was able to rebake both diffuse (albedo) and normal map textures, and got my 8 material slots down to 2
Thank you!
Hey guys. I am trying to make a custom avatar which I intend to use on my Oculus Quest 2. (Don’t worry, I already know how to get the avatar from my PC to my Quest 2) this is my first time making an avatar though. I am using a software called Vroid studio to make the avatar cuz I dont know how to use blender. But I was just wanting to ask, can anyone tell me any ways that I can optimise the avatar to perform “decently” on the the quest 2?
@mystic creek 1. If you model has multiple meshes, reduce them down to 1 mesh. 2. Decimate that mesh so it has less than 10,000 triangles for Quest (30k for PC). 3. Atlas all of your textures into one texture, re-wrap UVs and rebake textures. Reduce materials to less than 4 (1 ideally if you're using 1 Atlas). 4. Learn how to do all of this stuff in Blender, the CATS plugin makes it very easy. YouTube tutorials is your friend
Thank you
Sure thing! I linked a YouTube video above on how to Atlas a texture + rewrap and rebake textures. Make sure to bake Diffuse in one go, then in the second go do Normal map (if you want it to have depth to the textures)
I can try sure
@minor thunder
Anyhow
I'm trying to optimize an older avatar in blender and whenever I hit bake after a few seconds it just crashes, any ideas?
Im sorry I dont know jack shit about optimizing and already got someone to do it. Thanks anyway!
It's fine, glad you got it optimized!
Hey, possibly silly question. The sdk mentions to combine multiple skinned mesh renderers for performance, but I'm not finding any resources that explain that process. They are all the same material so thats not an issue. Can someone point me to some documetation that explains how to do this?
CATS -> Merge Meshes
Is there a way to do it in unity?
Not afaik
alright, thanks
Also since most of the time when I see separate meshes it's for togglable stuff
If you don't know how to toggle stuff if it's all one mesh
you can do so in 3.0 via blendshapes or depending on what it is material changes!
yeah, I bought a package and its for different clothes/outfits. It currently works but I wanted to increase the performace rating by combining meshes. Thanks for your help
Only real reason to have a poor rating avatar would because of particle, dynamic bone etc. If set poor and up not be display. Your avatar can still be seen. The game is pretty generous of how much material /skin/mesh/bone you can have to be rated medium.
I published a model and it has like white shading on it how do i fix it
i am so lost
click the fbx you imported and in the inspector > materials > extract
or just create new materials and drag them on
Hey, do rotation constraints contribute to lag, and if so, how badly? I wanna do an animation where I scale my avatars hands up for a giant punch, but you can't scale humanoid bones, as far as I'm aware. I could make a fake hand skeleton, assign that to humanoid rig and instead have rotation constraints for each bone, but that would be at least 30 for both hands and each knuckle. I figured I should ask here before going through all that effort
Every constraint, adds 3 transform rotation get (per source), 3 transform rotation set (one per axis) every update and before any gets or sets to see if it's frozen. Which means every constraint has 3 gets (per source), 3 sets, 4 ifs. And then you have multiple arithmetic functions to get the correct interpolation. And... for a...
TL;DR: They do contribute to lag, but, very little. They're not even measurable normally in Unity's profiler unless you do something extreme. Since they're under the minimum threshold due to being a very light weighted system. And the fact that they're in the jobs system, which means they're multithreaded, it's great. But, like anything else "Don't overdo it"
don't make 300 constraints basically
300 would be a lot, but, it was more like. Maybe have a max of 40 on your avatar.
Hm, so, in practical terms, the hand mirroring constraints are realistic enough an option if I have no other choices then? I mean, I'd prefer not to have this kinda complexity in the use case, but if It's my only option, I may explore it.
Thanks for the insight.
It's very doable. Just, exclude everything non-essential from the dummybones
As in, like, if you don't need to scale the chest, don't have a dummy bone. etc, unless you want that kind of design.
why not scale up your hands with a blendshape instead? no idea how well it would deform with bone movements with the shapekey active though
Yeah, I only duplicated the hands and fingers, tested it in-game and it feels indistinguishable from just regular finger tracking.
Also, I tried blendshapes first, but those don't scale bones, only the mesh. So it was fine when my hands were open, but any finger flexing turned them into spaghetti
can someone help me about why when i do atlasing some textures just turn white? (atlasing with cats)
same
; w ; i keep needing some help with this u w u
I require assistance.
I'm trying to upload an avatar for quest, it's fairly balanced, doesn't have many assets, etc. It says it's 54MB.. I don't know what to do. I've tried re-modeling the avatar in blender, but that didn't help. Could someone give me some tips on how to optimize this?
Avatar size almost completely comes down to textures most of the time. Try reducing the resolution on your textures. If you have more than one material, atlasing will help reduce size as well. Could also be sound clips
Another thing is Crunch Compression. However that only affects download size and not rendered size (fast downloads, but still eats memory/vram)
Make sure you enable legacy blendshape
your sdk is most likely too old and doesn't tell you about it
You create an image, add your textures on it, then you merge your materials and move the UVs around
plenty video tutorials on youtube
i don't know why i can't get it done, im doing something wrong, and tupper one is too old and in the beginning when he ask to enable the uv stuff on addons doesn't work, i have tried with another 2 videos and i can't idk why TT.TT
there's a lot more recent ones than tupper's
Can someone help me with an issue im having? Im trying to optimize this model, it is made of six different meshes and obviously doesnt need to be... So i use CATS and try to just click the "fix model button" and...
this happens....
the origin is also in the center when it should be in the feet, i know that one.
@candid onyx personally, I would just conjoin the meshes manually; you can do this by selecting all the meshes you want to join (with the mesh you desire to be a parent last), and then press CTRL + J.
Then i get material issues.
However, before doing so I advise checking to make sure that all UV Maps are named the same
yeah thats the problem...
Then before conjoining, rename them all to the same thing
np
Ah hello, I assume this is the right place for this sort of help?
So recently obtained a model from a modeler, it came out great but there is a mystery we cannot seem to solve. There is some sort of line/gap in the hair that can be seen at a certain angle (Easier to see at further distances)
Anyone have any ideas of what could be causing this? Modeler is unsure of what is causing this either. They checked UV maps and other stuff but they are also stumped. (Unless they overlooked something!)
https://cdn.discordapp.com/attachments/772935990141911060/793741764271800360/unknown.png
(In VR chat - looking at mirror. )
https://cdn.discordapp.com/attachments/772935990141911060/796545289267576832/unknown.png
(up close)
Other things to note: Apparently this effect shows up in blender but it's a lot more subtle.
It seems like this effect is more agitated in Unity/Vrchat specifically.
Things the modeler checked:
UV mapping appears to be fine on their end.
Overlaping vertices? They also checked that however it looks fine. Nothing seems to be overlapping
Entirely unsure what seems to causing this. Otherwise the avatar is 100% functional and lovely but this one thing is a mystery that we are stumped on. Any ideas or what exactly could this mean or something that is overlooked? They mentioned nothing about that particular area looks odd.
It's a super perplexing mystery. Any advice/help would be much appreciated!
vertex not merge and you have a gap or your texture don't have enough margin
having the aniso level more then 4 on your texture help on stiff angle
They mentioned they checked the UV and can't really find anything off https://cdn.discordapp.com/attachments/772935990141911060/796543740831203328/unknown.png
what about the front part of the hair
below the top part
that part look fine but the corner is kind of too near a skin island
the issue is probably on that part
you usually want a good amount of bleeding around your island
I sees! I'll pass the info along and see what they say
To how much should I set my Bone Reduction? :<
@ruby isle any tips on compensating for the lack of transparency on quest?
Depends on how your texture looks
Most of the time you can just take the transparent texture and combine it onto the flat texture in paint.net or photoshop
The transparent material is only for a small part of the model, but it kind of happens to occlude all the facial features..
Is it the facial expressions that typical anime characters have?
worse, it's a glass visor
oh cool the blink blend-shape is enough to get the eyes to disappear completely
if I go over 100
VRChat doesn't take over 100 values for blendshapes
But if you use Blink + Blink Happy (Assuming you have that as a seperate one like most models do) that might work
Will VRC not accept that value if set through an animation?
Nope. VRC clamps blendshapes to 100 max
unfortunate
I'd like to support Quest
Since I see a decent number of quest users who can't see my avatar cuz not compiled for quest
Well you might have to ditch the visor on the quest version
That's gonna be.. interesting, to say the least
The quest version doesn't have to be identical to the PC version. You can delete stuff and it still would work fine
As long as the armature is the exact same between versions
Only issue with using the blink blend shape for what I'm doing is that the automatic blink might interfere
Might need to override the additive layer
You really should create your own blendshape for it
also this is why removing the visor probably isn't the best solution
cuz the visor glass covers most of the face
Oh that could probably be changed to a solid texture
If the eyes are under the visor then you could just go into blender and delete the glass part
It won't make a big difference
Yeah the eyes and all that are beneath the glass
the glass goes a decent depth so it'd look pretty weird but I mean, without transparency its not like I've got many options
Without changing major geometry there's not much you can do
I'd recommend just removing the glass
Yeah, other solutions would involve a lot of texture editing
But that's a problem for later
the problem for now is dealing with the eye meshes
And I've come up with a decent solution of just using a blend shape that slips them beneath the back surface
That's the right way to do it
Well, time to test in game
hopefully the merging meshes didn't break everything horrendously
But idk how feasible it will be to get this working on quest
Considering it's currently using 4 mat slots (3 if no glass), and also it's 57k polys
okay in my attempt to optimize I broke a couple things
Everything seems to be playing nice, which is good
Trying to get under that poly count for quest is gonna probs be the hardest part
I'll have to rebake everything with the decimated model
and you're supposed to use 1k textures too, aren't you?
It's preferred
Try to use as little of resources as possible
I believe my Quest avatar is a 2k crunched atlas
1k actually*
Mine is less than 1mb as well in download size
Remember that quest is essentially a smartphone so it has very little RAM to work with
Yeah it's less powerful than my phone iirc
which I suppose makes sense when my phone costs 3x the quest lol
trying to send an image of the baked mesh maps but discord angy about the image
Does.. does it think the image is NSFW?
Is it too large?
I have nitro, so I doubt that
that one worked
discord be weird
actually wow it's about 6300 tris
substance painter is a godsend
Depends on how custom you want it to be. You can download free models and modify textures, or you could learn to sculpt and rig your own models. This is a model I purchased and I've done some optimizations to.
You can compliment Lux for the super high detail original sculpt. Though the latest image I sent isnt high poly at all, in fact it's about 12% the poly count of the low poly version i use on PC and probably like.. 1% of the full poly model. It has false detail from mesh map baking.
There's a variety of tools, some free and others not
Blender is free and good for modeling and rigging
It takes more than that. You've gotta make sure it has a proper rig, and then the model has to be imported to unity and configure it for VRChat
Also textures
Textures can be tough depending on the complexity of the avatar and the program you use to make them.
The VRChat documentation can answer most VRChat related questions, and you can find plenty of tutorials for making avatars on YouTube. Just make sure they're for Avatar 3.0 since it's not preferable to make new content with SDK2
you need to install the android module thing into unity
i think you can do that in unity hub
Whats it called @jovial grail
Ty
Also probably best practice to do your Quest avatars in a separate project